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I'm not sure if this was in the former forums, but I feel it should be made.

This is a forum for Exalted questions that won't necessarily take up an entire thread, but rather require one or two answers from fellow players. I imagine this would cover newbie questions on the rules, canon and whatnot, but given that Exalted is a pretty complex game I feel this is necessary.

I'll start: What's the point of the Socialize skill? Throughout my running of Exalted, I have never run across a situation where Socialize could be used where it couldn't be easily replaced by Presence. Does anyone else have this problem?

Sorry if its been asked before, but I just got my hands on What Fire Has Wrought and it looks like the Dragon Blooded don't have a martial arts excellency? What's up with that? Did I miss it? Or do they really not have one?

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A thing I'm realizing. Let's say that your character is a child/ teenager. Let's say she's still in school. Doesn't that mean that all her abilities are in 1s, save for those needed for normal life, and all her attributes are average? I mean, its not like they are 'on the level of trained professionals' in anything yet, that's why they're still studying...

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Sorry if its been asked before, but I just got my hands on What Fire Has Wrought and it looks like the Dragon Blooded don't have a martial arts excellency? What's up with that? Did I miss it? Or do they really not have one?

The Brawl Excellency is also the MA one. Become The Hammer.

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Sorry if its been asked before, but I just got my hands on What Fire Has Wrought and it looks like the Dragon Blooded don't have a martial arts excellency? What's up with that? Did I miss it? Or do they really not have one?

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Early on when we didn't have a lot of experience when we started my first campaign of Exalted 3e, the social scenes we did were a bit "all out", where everyone rolled almost every sentence they said in character, but 1) It was a bit heavy systemically, 2) It made characters go from believing something strongly to believe the absolute contrary on an even stronger level at the end of she scene, and 3) It was very hard to have a sense of who should be speaking when because player sociability does rarely represent character sociability and it went often a bit unbalanced for some characters.

So I basically decided to try another formula for my last campaign, which proved successfull on some parts and less successfull on other parts, where usually people would discuss the matter at hand, usually only one character would have a change of trying a social action about a specific topic to another, which is usually rolled close to the end of the scene, and I would rarely allow more than a handful of rolls from everyone to avoid spending an hour doing just rolls. It bettered a bit "the flow" of the scenes, where players could actually concentrate more on the RP and less on the "I try to raise this intimacy and then lower this intimacy and then ...", but I also feel it does not respect the intended flow and functionning of the social system, with a lot of Charms that are clearly meant to be used a lot in social scenes, or in the middle of them, or that forwards a more "dynamic" type of scene (when people roll a lot and often).

What are your experiences on this matter ? Do you have advices to give or caveats you would warn me about ?

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Then the way I see it, the Abyssal is something of an unknown entity. The city’s wall has a protective enchantment on it that stops creatures of darkness from entering without being invited, so if they let them stay outside the city, the Abyssal is much more limited in how they can make mischief if the Abyssal is so inclined.

I thought the enchantment prevented ghosts and fae. Not any creature of darkness. Ghostblooded and Abyssals are still alive, so I thought the enchantment doesn't apply to them.

Edit:

THE POWER OF THE WALL
The city wall has 14L/20B soak and 50/100
health levels (see Exalted, pp. 153–154). The powers
of ghosts, demons, Fair Folk and other creatures of
darkness cannot affect them in any way, and these
creatures cannot cross the wall to enter the city un-
less invited in. For instance, if a nemissary had itself
flung over the wall by catapult (yes, it’s been tried),
the corpse it possesses would follow its trajectory and
splat on a street or building, but the ghost would find
itself ejected from the corpse in midair. Tunneling
under the wall doesn’t help, either: The ban extends
below the surface, too. Only a citizen—a person who
sincerely considers Whitewall her home—can issue a
valid invitation of ingress.

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Yeah I was thinking about this part a lot when I made my first solar campaign but I was a bit disappointed with the lack of support in the core to play an interesting bond so I had to create everything myself.

I was wondering, I havent read them yet but I believe there are more rules about the bond in the Lunar playbook, do you think they are transferable to Solar in order to give them a little more substance concerning the bond ?

Lunars get their bond stuff through Charms. Either by giving a bonus effect to a Charm if the target is your Solar mate, or outright by having a Charm that requires a Solar mate to do anything. For instance they have a silent communication Charm which can grant permanent telepathy with your Solar mate, and they have Charms to grant Evocations to their Solar mate's Artifact and to use said Artifact as though they were attuned and resonant with it.

So you could probably give such bond effects to Solar Charms or create Solar bond Charms. You just need to be careful about balance if both the Solar and the Lunar are able to empower the same thing through the bond.

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Then the way I see it, the Abyssal is something of an unknown entity. The city’s wall has a protective enchantment on it that stops creatures of darkness from entering without being invited, so if they let them stay outside the city, the Abyssal is much more limited in how they can make mischief if the Abyssal is so inclined.

One option for the Syndics might be to have a talk with them outside, where they judge whether or not to permit the Abyssal entry. And if it seems dicey, maybe have the Abyssal swear an oath with their Moonshadow powers.

Another thing to consider is the season. The lands beyond the walls of Whitewall are much more hospitable in the middle of summer than they are on the winter solstice.

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If the presence of both Solars & Lunars is an important feature of the game, then you could explore all the different ways a Solar and Lunar can be connected. Have a Solar/Lunar couple who are friends, another who are rivals, one where the Solar is corrupted and the Lunar has to deal with that, one where they are lovers across the ages except one of them is already in a relationship when they find each other. That sort of thing.

Yeah I was thinking about this part a lot when I made my first solar campaign but I was a bit disappointed with the lack of support in the core to play an interesting bond so I had to create everything myself.

I was wondering, I havent read them yet but I believe there are more rules about the bond in the Lunar playbook, do you think they are transferable to Solar in order to give them a little more substance concerning the bond ?